Dannzzigg
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AfterShockWave Spiker
I've moved the topic to the GvG thread as I kinda turned it into a team build discussion, rather than a discussion of one particular build.
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3/22/2007, 9:56 am
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Dannzzigg
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Posts: 2686

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Re: AfterShockWave Spiker
This build is intended to work as a team with another just like it and a character with a slow (either a Shadow Prison Sin would work, or in the context of a GvG team, I believe a Water Ele with Deep Freeze can be used with a Monk back end to aid in support.
The 2 Ele's teleport to their target, and begin their chain in different orders. The first Ele knocks down with Shock for 20 damage, uses Aftershock for 105 + 72 damage and Shockwave for 63 x 3 (total 386 damage). The other Ele uses the same skills, but starts out with Shockwave, then uses Shock and Aftershock, for an additional 386 damage before armor.
This knocks the target down twice and inflicts a massive spike within 4.5 seconds including aftercast. Using a slow on the target prior to teleporting in allows the Eles to remain in "adjacent" range for the duration of their spike. Using an AoE slow like Deep Freeze avoids tiping off the opponents as to which tagret is going to be spiked.
AfterShockWave Spiker
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Elementalist/Assassin
Level: 20
Energy Storage: 13 (12+1)
Air Magic: 3
Earth Magic: 16 (12+4)
- Shadow Walk (Assassin None)
Shadow Step to target foe. For 30 seconds, you cannot cast Enchantments. When this Stance ends, you return to your original location.
Energy:5 Cast:0 Recharge:30
- Shock (Air Magic)
Target touched foe is struck for 20 lightning damage and is knocked down. This Spell has 25% armor penetration and causes Exhaustion.
Energy:5 Cast:0.75 Recharge:10
- Aftershock (Earth Magic)
Adjacent foes are struck for 105 earth damage. Knocked down foes are struck for 72 additional damage.
Energy:10 Cast:0.75 Recharge:10
- Shockwave [Elite] (Earth Magic)
Adjacent foes take 63 earth damage, nearby foes take 63 earth damage, and foes in the area take 63 earth damage.
Energy:10 Cast:0.75 Recharge:20
- Magnetic Aura (Earth Magic)
For 21 seconds, Magnetic Aura has a 75% chance to "block" melee attacks.
Energy:5 Cast:0.25 Recharge:60
- Stoneflesh Aura (Earth Magic)
For 21 seconds, damage you receive is reduced by 33, and you are immune to critical attacks.
Energy:10 Cast:2 Recharge:15
- Dash (Assassin None)
For 3 seconds, you run 50% faster.
Energy:5 Cast:0 Recharge:8
- Resurrection Signet ()
Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. You may use this Signet only once per mission.
Energy:0 Cast:3 Recharge:0
For the complete Team Build Discussion click here:
http://com3.runboard.com/bheroesetc.f2.t11106
--- Check out Dylan's Den!

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3/22/2007, 10:00 am
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